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            porymap
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              <p class="caption" role="heading"><span class="caption-text">User Manual</span></p>
<ul class="current">
<li class="toctree-l1"><a class="reference internal" href="introduction.html">Introduction</a><ul>
<li class="toctree-l2"><a class="reference internal" href="introduction.html#about-porymap">About Porymap</a></li>
<li class="toctree-l2"><a class="reference internal" href="introduction.html#getting-started">Getting Started</a></li>
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<li class="toctree-l1"><a class="reference internal" href="navigation.html">Navigation</a><ul>
<li class="toctree-l2"><a class="reference internal" href="navigation.html#map-list">Map List</a></li>
<li class="toctree-l2"><a class="reference internal" href="navigation.html#main-window">Main Window</a></li>
<li class="toctree-l2"><a class="reference internal" href="navigation.html#tileset-editor">Tileset Editor</a></li>
<li class="toctree-l2"><a class="reference internal" href="navigation.html#region-map-editor">Region Map Editor</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="editing-map-tiles.html">Editing Map Tiles</a><ul>
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#visual-options">Visual Options</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#selecting-metatiles">Selecting Metatiles</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#pencil-tool">Pencil Tool</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#pointer-tool">Pointer Tool</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#bucket-fill-tool">Bucket Fill Tool</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#map-shift-tool">Map Shift Tool</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#smart-paths">Smart Paths</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#straight-paths">Straight Paths</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#change-map-border">Change Map Border</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#change-map-tilesets">Change Map Tilesets</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#undo-redo">Undo &amp; Redo</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-tiles.html#prefabs">Prefabs</a></li>
</ul>
</li>
<li class="toctree-l1 current"><a class="current reference internal" href="#">Editing Map Collisions</a><ul>
<li class="toctree-l2"><a class="reference internal" href="#selecting-collision-types">Selecting Collision Types</a></li>
<li class="toctree-l2"><a class="reference internal" href="#painting-collisions">Painting Collisions</a></li>
<li class="toctree-l2"><a class="reference internal" href="#collision-types">Collision Types</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="editing-map-events.html">Editing Map Events</a><ul>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#adding-deleting-events">Adding &amp; Deleting Events</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#event-positions">Event Positions</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#object-events">Object Events</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#clone-object-events">Clone Object Events</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#warp-events">Warp Events</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#trigger-events">Trigger Events</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#weather-trigger-events">Weather Trigger Events</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#sign-event">Sign Event</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#hidden-item-event">Hidden Item Event</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#secret-base-event">Secret Base Event</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#heal-location-healspots">Heal Location / Healspots</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#open-map-scripts">Open Map Scripts</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#tool-buttons">Tool Buttons</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-events.html#ruler-tool">Ruler Tool</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="editing-map-header.html">Editing Map Headers</a></li>
<li class="toctree-l1"><a class="reference internal" href="editing-map-connections.html">Editing Map Connections</a><ul>
<li class="toctree-l2"><a class="reference internal" href="editing-map-connections.html#dive-emerge-warps">Dive &amp; Emerge Warps</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-connections.html#mirror-connections">Mirror Connections</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-map-connections.html#follow-connections">Follow Connections</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="editing-wild-encounters.html">Editing Wild Encounters</a><ul>
<li class="toctree-l2"><a class="reference internal" href="editing-wild-encounters.html#adding-new-encounter-groups">Adding New Encounter Groups</a></li>
<li class="toctree-l2"><a class="reference internal" href="editing-wild-encounters.html#configuring-the-wild-encounter-fields">Configuring the Wild Encounter Fields</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="creating-new-maps.html">Creating New Maps</a><ul>
<li class="toctree-l2"><a class="reference internal" href="creating-new-maps.html#new-map-options">New Map Options</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="region-map-editor.html">The Region Map Editor</a><ul>
<li class="toctree-l2"><a class="reference internal" href="region-map-editor.html#background-image-tab">Background Image Tab</a></li>
<li class="toctree-l2"><a class="reference internal" href="region-map-editor.html#map-layout-tab">Map Layout Tab</a></li>
<li class="toctree-l2"><a class="reference internal" href="region-map-editor.html#map-entries-tab">Map Entries Tab</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="tileset-editor.html">The Tileset Editor</a><ul>
<li class="toctree-l2"><a class="reference internal" href="tileset-editor.html#metatile-properties">Metatile Properties</a><ul>
<li class="toctree-l3"><a class="reference internal" href="tileset-editor.html#layer-type">Layer Type</a></li>
<li class="toctree-l3"><a class="reference internal" href="tileset-editor.html#metatile-behavior">Metatile Behavior</a></li>
<li class="toctree-l3"><a class="reference internal" href="tileset-editor.html#encounter-type">Encounter Type</a></li>
<li class="toctree-l3"><a class="reference internal" href="tileset-editor.html#terrain-type">Terrain Type</a></li>
<li class="toctree-l3"><a class="reference internal" href="tileset-editor.html#metatile-label">Metatile Label</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="tileset-editor.html#tools-menu">Tools Menu</a><ul>
<li class="toctree-l3"><a class="reference internal" href="tileset-editor.html#import-tiles-image">Import Tiles Image…</a></li>
<li class="toctree-l3"><a class="reference internal" href="tileset-editor.html#import-metatiles-from-advance-map-1-92">Import Metatiles from Advance Map 1.92…</a></li>
<li class="toctree-l3"><a class="reference internal" href="tileset-editor.html#change-number-of-metatiles">Change Number of Metatiles</a></li>
<li class="toctree-l3"><a class="reference internal" href="tileset-editor.html#other-tools">Other Tools</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="tileset-editor.html#palette-editor">Palette Editor</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="scripting-capabilities.html">Scripting Capabilities</a><ul>
<li class="toctree-l2"><a class="reference internal" href="scripting-capabilities.html#writing-a-custom-script">Writing a Custom Script</a></li>
<li class="toctree-l2"><a class="reference internal" href="scripting-capabilities.html#registering-script-actions">Registering Script Actions</a></li>
<li class="toctree-l2"><a class="reference internal" href="scripting-capabilities.html#scripting-api">Scripting API</a><ul>
<li class="toctree-l3"><a class="reference internal" href="scripting-capabilities.html#callbacks">Callbacks</a><ul>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onProjectOpened"><code class="docutils literal notranslate"><span class="pre">onProjectOpened</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onProjectClosed"><code class="docutils literal notranslate"><span class="pre">onProjectClosed</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onMapOpened"><code class="docutils literal notranslate"><span class="pre">onMapOpened</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onBlockChanged"><code class="docutils literal notranslate"><span class="pre">onBlockChanged</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onBorderMetatileChanged"><code class="docutils literal notranslate"><span class="pre">onBorderMetatileChanged</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onBlockHoverChanged"><code class="docutils literal notranslate"><span class="pre">onBlockHoverChanged</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onBlockHoverCleared"><code class="docutils literal notranslate"><span class="pre">onBlockHoverCleared</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onMapResized"><code class="docutils literal notranslate"><span class="pre">onMapResized</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onBorderResized"><code class="docutils literal notranslate"><span class="pre">onBorderResized</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onMapShifted"><code class="docutils literal notranslate"><span class="pre">onMapShifted</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onTilesetUpdated"><code class="docutils literal notranslate"><span class="pre">onTilesetUpdated</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onMainTabChanged"><code class="docutils literal notranslate"><span class="pre">onMainTabChanged</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onMapViewTabChanged"><code class="docutils literal notranslate"><span class="pre">onMapViewTabChanged</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#onBorderVisibilityToggled"><code class="docutils literal notranslate"><span class="pre">onBorderVisibilityToggled</span></code></a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="scripting-capabilities.html#functions">Functions</a><ul>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#map-editing-functions">Map Editing Functions</a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#map-header-editing-functions">Map Header Editing Functions</a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#tileset-functions">Tileset Functions</a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#overlay-functions">Overlay Functions</a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#settings-functions">Settings Functions</a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#utility-functions">Utility Functions</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="scripting-capabilities.html#constants">Constants</a><ul>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#constants.max_primary_tiles"><code class="docutils literal notranslate"><span class="pre">constants.max_primary_tiles</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#constants.max_secondary_tiles"><code class="docutils literal notranslate"><span class="pre">constants.max_secondary_tiles</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#constants.max_primary_metatiles"><code class="docutils literal notranslate"><span class="pre">constants.max_primary_metatiles</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#constants.max_secondary_metatiles"><code class="docutils literal notranslate"><span class="pre">constants.max_secondary_metatiles</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#constants.layers_per_metatile"><code class="docutils literal notranslate"><span class="pre">constants.layers_per_metatile</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#constants.tiles_per_metatile"><code class="docutils literal notranslate"><span class="pre">constants.tiles_per_metatile</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#constants.base_game_version"><code class="docutils literal notranslate"><span class="pre">constants.base_game_version</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#constants.version.major"><code class="docutils literal notranslate"><span class="pre">constants.version.major</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#constants.version.minor"><code class="docutils literal notranslate"><span class="pre">constants.version.minor</span></code></a></li>
<li class="toctree-l4"><a class="reference internal" href="scripting-capabilities.html#constants.version.patch"><code class="docutils literal notranslate"><span class="pre">constants.version.patch</span></code></a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="project-files.html">Project Files</a></li>
<li class="toctree-l1"><a class="reference internal" href="shortcuts.html">Shortcuts</a><ul>
<li class="toctree-l2"><a class="reference internal" href="shortcuts.html#main-window">Main Window</a></li>
<li class="toctree-l2"><a class="reference internal" href="shortcuts.html#tileset-editor">Tileset Editor</a></li>
<li class="toctree-l2"><a class="reference internal" href="shortcuts.html#region-map-editor">Region Map Editor</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="settings-and-options.html">Porymap Settings</a></li>
</ul>
<p class="caption" role="heading"><span class="caption-text">Reference</span></p>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../reference/changelog.html">Changelog</a><ul>
<li class="toctree-l2"><a class="reference internal" href="../reference/changelog.html#unreleased">Unreleased</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#changed">Changed</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#fixed">Fixed</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../reference/changelog.html#id1">5.1.1 - 2023-02-20</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#added">Added</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id2">Changed</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id3">Fixed</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../reference/changelog.html#id4">5.1.0 - 2023-01-22</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id5">Added</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id6">Changed</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id7">Fixed</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../reference/changelog.html#id8">5.0.0 - 2022-10-30</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#breaking-changes">Breaking Changes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id9">Added</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id10">Changed</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id11">Fixed</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../reference/changelog.html#id12">4.5.0 - 2021-12-26</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id13">Added</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id14">Changed</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id15">Fixed</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../reference/changelog.html#id16">4.4.0 - 2020-12-20</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id17">Added</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id18">Changed</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id19">Fixed</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../reference/changelog.html#id20">4.3.1 - 2020-07-17</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id21">Added</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id22">Changed</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id23">Fixed</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../reference/changelog.html#id24">4.3.0 - 2020-06-27</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id25">Added</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id26">Changed</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id27">Fixed</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../reference/changelog.html#id28">4.2.0 - 2020-06-06</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id29">Added</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id30">Changed</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id31">Fixed</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../reference/changelog.html#id32">4.1.0 - 2020-05-18</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id33">Added</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id34">Changed</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id35">Fixed</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../reference/changelog.html#id36">4.0.0 - 2020-04-28</a><ul>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id37">Breaking Changes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../reference/changelog.html#id38">Added</a></li>
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  <section id="editing-map-collisions">
<h1>Editing Map Collisions<a class="headerlink" href="#editing-map-collisions" title="Permalink to this heading"></a></h1>
<p>The second half of editing a map’s metatiles is their collision properties.  This is what determines if the player can walk or surf on each metatile during gameplay.  Whenever editing a map’s metatiles, you need to update the collision properties appropriately.  Typically, a user will first map the visual metatiles and fill in the collision properties after that is finished.  The editing flow for collisions is very similar to editing map tiles.  First, you select a collision type.  Then, you paint it onto the map.</p>
<section id="selecting-collision-types">
<h2>Selecting Collision Types<a class="headerlink" href="#selecting-collision-types" title="Permalink to this heading"></a></h2>
<p>The Collision Type Selector is a tab next to the Metatile Selector.  It features 32 total different collision types.  The left column is for collision types that allow the player to walk through the tiles.  These are denoted by white text.  The right column is for collision types that are impassable by the player.  These are denoted by red text.</p>
<p>The transparency slider above the collision types controls the transparency of the collision properties on the map view.</p>
<figure class="align-default" id="id2">
<img alt="Map Collisions View" src="../_images/map-collisions.png" />
<figcaption>
<p><span class="caption-text">Map Collisions View</span><a class="headerlink" href="#id2" title="Permalink to this image"></a></p>
</figcaption>
</figure>
<p>Unlike metatiles, only one collision type can be selected at a time.  A collision type can be selected either by clicking in the Collision Type Selector.  You can also right-click on a metatile from the map area, just like you would when editing metatiles.</p>
</section>
<section id="painting-collisions">
<h2>Painting Collisions<a class="headerlink" href="#painting-collisions" title="Permalink to this heading"></a></h2>
<p>The painting process for collisions is nearly identical to painting metatiles. You can use the same paint tools and shortcuts, with the exception of Smart Paths.  Undo/redo history includes collision modifications, too.</p>
</section>
<section id="collision-types">
<span id="id1"></span><h2>Collision Types<a class="headerlink" href="#collision-types" title="Permalink to this heading"></a></h2>
<p>Now we’ll go over the different types of collisions, along with some important concepts.  Each row in the Collision Type Selector represents a different <em>elevation</em>, which is why most rows have hexadecimal numbers in them (2, 3, 4, …, D, E).  Rows 0, 1, and F have special purposes.</p>
<p>Elevation is how the game determines whether or not an object is on the same level as something else.  For example, it’s commonly used to make sure the player can’t walk off the top side of a mountain.  If the player’s current elevation is 4, but the player is trying to walk onto a metatile with elevation 3, then the game won’t let the player walk in that direction.  In the example below from Route 114, the player would be unable to walk north from the mountain onto the grass.  This is because 3 and 4 are different elevations.</p>
<figure class="align-default" id="id3">
<img alt="Different Elevations on a Cliff" src="../_images/collision-cliff.png" />
<figcaption>
<p><span class="caption-text">Different Elevations on a Cliff</span><a class="headerlink" href="#id3" title="Permalink to this image"></a></p>
</figcaption>
</figure>
<p>Now that you undertand the basics of elevation, let’s explore the special collision types, which have no elevation associated with them.</p>
<dl class="simple">
<dt>Transition Collision Type <img alt="transition-collision-type" src="../_images/transition-collision-type.png" /></dt><dd><p>The Transition collision type allows the player to move between different elevations.  The most common use case is for stairs.  The player will always be allowed to walk onto this collision type. Then, the player will be able to walk onto any elevation.</p>
</dd>
</dl>
<dl class="simple">
<dt>Impassable Collision Type <img alt="impassable-collision-type" src="../_images/impassable-collision-type.png" /></dt><dd><p>The Impassable collision type blocks the player from moving.  What makes it special is that it doesn’t count as any particular elevation.  This means that, for example, a signpost would be interactable from all elevations if it uses this collision type.  This is the most common impassable collision type used in the game, and it should generally be used for impassable tiles.</p>
</dd>
</dl>
<dl class="simple">
<dt>Surf Collision Type <img alt="surf-collision-type-1" src="../_images/surf-collision-type-1.png" /> <img alt="surf-collision-type-2" src="../_images/surf-collision-type-2.png" /></dt><dd><p>The Surf collision type allow the player to surf.  The red version is just the impassable version.  <strong>The player will only be able to start surfing from elevation 3.  The same is true when hopping off onto land.</strong></p>
</dd>
</dl>
<dl class="simple">
<dt>Multi-Level Collision Type <img alt="multi-level-collision-type-1" src="../_images/multi-level-collision-type-1.png" /> <img alt="multi-level-collision-type-2" src="../_images/multi-level-collision-type-2.png" /></dt><dd><p>The Multi-Level collision type is used for bridges.  The red version is just the impassable version, and it doesn’t have any special use.  Multi-level collision type remembers the player’s previous elevation and maintains that elevation as long as the player continues to walk on multi-level collision.  The player will only be able to leave multi-level collision if he walks onto a new tile that has the same elevation as before the multi-level collision was entered.  Here is an example of a bridge from Route 119 that illustrates the ability to surf north/south under the bridge, while also being able to walk east/west.</p>
</dd>
</dl>
<figure class="align-default" id="id4">
<img alt="Multi-Level Collision Type on a Bridge" src="../_images/multi-level-bridge.png" />
<figcaption>
<p><span class="caption-text">Multi-Level Collision Type on a Bridge</span><a class="headerlink" href="#id4" title="Permalink to this image"></a></p>
</figcaption>
</figure>
</section>
</section>


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